A lot of learning/research in 2018. I would like to apologize in regards to the interval in updates these past few months.
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changedA lot of learning/research in 2018. I would like to apologize in regards to the interval in updates these past few months. I've been going through workshops and text in regards to various different things and as you can see in the top left, a lot of time has been spent on learning what Vulkan is about, something I've been aggressively following since mid 2016ish (recently supported by Unity). The result? Almost triple the amount of frames in certain areas or at the very least a 60% increase in framerate for high load areas such as underwater rooms where the water utilizes an acute grid system for temperature handles(currently WIP, this may be swapped for localized behavior). So far I am quite happy with the transition (some crashes, no blue screens though). Also we have an elevator boss battle. Next up, I'll do a post in regards to how we'll handle the giant insects like the crimson queen or the hopper mother as seen in this gif.
Organism8 changes
changedA lot of learning/research in 2018. I would like to apologize in regards to the interval in updates these past few months. I've been going through workshops and text in regards to various different things and as you can see in the top left, a lot of time has been spent on learning what Vulkan is about, something I've been aggressively following since mid 2016ish (recently supported by Unity). The result? Almost triple the amount of frames in certain areas or at the very least a 60% increase in framerate for high load areas such as underwater rooms where the water utilizes an acute grid system for temperature handles(currently WIP, this may be swapped for localized behavior). So far I am quite happy with the transition (some crashes, no blue screens though). Also we have an elevator boss battle. Next up, I'll do a post in regards to how we'll handle the giant insects like the crimson queen or the hopper mother as seen in this gif.
A lot of learning/research in 2018. I would like to apologize in regards to the interval in updates these past few months. I've been going through workshops and text in regards to various different things and as you can see in the top left, a lot of time has been spent on learning what Vulkan is about, something I've been aggressively following since mid 2016ish (recently supported by Unity). The result? Almost triple the amount of frames in certain areas or at the very least a 60% increase in framerate for high load areas such as underwater rooms where the water utilizes an acute grid system for temperature handles(currently WIP, this may be swapped for localized behavior). So far I am quite happy with the transition (some crashes, no blue screens though). Also we have an elevator boss battle. Next up, I'll do a post in regards to how we'll handle the giant insects like the crimson queen or the hopper mother as seen in this gif.